Projext/Assets/Scripts/Enemy/AI/MonsterClass.cs

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using UnityEngine;
using UnityEngine.AI;
using System.Collections;
using System;
public abstract class MonsterClass : MonoBehaviour, IDamageable
{
[Header("--- 최적화 설정 ---")]
protected Renderer mobRenderer;
protected Transform playerTransform;
[SerializeField] protected float optimizationDistance = 40f;
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[Header("몬스터 기본 스탯")] // ⭐ 종류별로 다르게 설정할 핵심 수치들
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[SerializeField] protected float maxHP = 100f;
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[SerializeField] protected float attackDamage = 10f; // ⭐ [추가] 몬스터 공격력
[SerializeField] protected int expReward = 10; // ⭐ 경험치 수치
[SerializeField] protected float moveSpeed = 3.5f; // ⭐ 이동 속도 추가 가능
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protected float currentHP;
public event Action<float, float> OnHealthChanged;
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[Header("피격 / 사망 / 대기 애니메이션")]
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[SerializeField] protected string Monster_Idle = "Monster_Idle";
[SerializeField] protected string Monster_GetDamage = "Monster_GetDamage";
[SerializeField] protected string Monster_Die = "Monster_Die";
protected Animator animator;
protected NavMeshAgent agent;
protected AudioSource audioSource;
protected bool isHit, isDead, isAttacking;
[Header("AI 설정 (공격 후 휴식)")]
[SerializeField] protected float attackRestDuration = 1.5f;
protected bool isResting;
public static System.Action<int> OnMonsterKilled;
[Header("공통 사운드/이펙트")]
[SerializeField] protected AudioClip hitSound, deathSound;
[SerializeField] protected GameObject deathEffectPrefab;
[SerializeField] protected ParticleSystem hitEffect;
[SerializeField] protected Transform impactSpawnPoint;
protected virtual void Awake()
{
mobRenderer = GetComponentInChildren<Renderer>();
animator = GetComponent<Animator>();
agent = GetComponent<NavMeshAgent>();
audioSource = GetComponent<AudioSource>();
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// ⭐ 시작할 때 에이전트 속도를 스탯에 맞게 설정
if (agent != null) agent.speed = moveSpeed;
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}
protected virtual void OnEnable()
{
playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (mobRenderer != null) mobRenderer.enabled = true;
Init();
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.RegisterMob(this);
}
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public void ResetStats()
{
isDead = false;
currentHP = maxHP;
OnHealthChanged?.Invoke(currentHP, maxHP);
Collider col = GetComponent<Collider>();
if (col != null) col.enabled = true;
}
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protected virtual void OnDisable()
{
if (MobUpdateManager.Instance != null) MobUpdateManager.Instance.UnregisterMob(this);
}
protected virtual void Init() { }
protected abstract void ExecuteAILogic();
public void OnManagedUpdate()
{
if (isDead || playerTransform == null || !gameObject.activeInHierarchy) return;
float distance = Vector3.Distance(transform.position, playerTransform.position);
if (distance > optimizationDistance)
{
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StopMovement();
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if (mobRenderer != null && mobRenderer.enabled) mobRenderer.enabled = false;
return;
}
if (mobRenderer != null && !mobRenderer.enabled) mobRenderer.enabled = true;
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if (mobRenderer != null && !mobRenderer.isVisible) { StopMovement(); return; }
if (agent != null && agent.isOnNavMesh && agent.isStopped) agent.isStopped = false;
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ExecuteAILogic();
}
protected void StopMovement()
{
if (agent != null && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
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if (animator != null) { animator.SetFloat("Speed", 0f); animator.Play(Monster_Idle); }
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}
public virtual void TakeDamage(float amount) { OnDamaged(amount); }
public virtual void OnDamaged(float damage)
{
if (isDead) return;
currentHP -= damage;
OnHealthChanged?.Invoke(currentHP, maxHP);
if (currentHP <= 0) { Die(); return; }
if (!isHit) StartHit();
}
protected virtual void StartHit()
{
isHit = true; isAttacking = false; isResting = false;
StopAllCoroutines();
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
animator.Play(Monster_GetDamage, 0, 0f);
if (hitEffect) hitEffect.Play();
if (hitSound) audioSource.PlayOneShot(hitSound);
}
public virtual void OnAttackStart() { isAttacking = true; isResting = false; }
public virtual void OnAttackEnd() { isAttacking = false; if (!isDead && !isHit) StartCoroutine(RestAfterAttack()); }
protected IEnumerator RestAfterAttack() { isResting = true; yield return new WaitForSeconds(attackRestDuration); isResting = false; }
public virtual void OnHitEnd() { isHit = false; if (agent && agent.isOnNavMesh) agent.isStopped = false; }
protected virtual void Die()
{
if (isDead) return;
isDead = true;
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OnMonsterKilled?.Invoke(expReward); // ⭐ 설정된 경험치 수치 전달
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Collider col = GetComponent<Collider>();
if (col != null) col.enabled = false;
if (agent && agent.isOnNavMesh) { agent.isStopped = true; agent.velocity = Vector3.zero; }
animator.Play(Monster_Die, 0, 0f);
if (deathSound) audioSource.PlayOneShot(deathSound);
Invoke("ReturnToPool", 1.5f);
}
public bool IsDead => isDead;
protected void ReturnToPool() => gameObject.SetActive(false);
}